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Cozy cafè demo

  • 12 Devlogs
  • 69 Total hours

it's a game where you manage a coffe shop in the forest

Ship #2

Hi, this is the second ship for my game cozy cafe.
This version adds a lot of features, and bug fixes, altough it’s more boring compared to the last one because of some drastic changes I made that will benefit the game in the next version.

The most challenging thing in this version was making the shift system that makes the player able to play the game for an undefined amount of time.
The most time consuming thing to do was the new drink since the way I made drinks work sucks, it’s very unnecessary complicated.

The thing I’m very proud of is the end of shift summary sequence and the drawing, I can’t even describe with words how much I’m proud of it (especially the drawing)

Before you play the project and rate it you should know that I’m aware that the game-loop is boring, in the next version I’m gonna change the game loop so that your view is from behing the counter and change a lot of things (kinda like in great pizza good pizza).

If you would like to leave feedback of any kind like what you would like to see in the next version, suggestion on new drinks or upgrades feel free to tell them I’ll try to implement all of them as best as I can.

In the next version I’m gonna try to also do a tutorial but I can’t promise anything.

I don’t have any screenshots that can represent the project in action, so here you go the GIF from github and a picture of cozy, the games mascot

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3h 38m 31s logged

Hey everyone, this is the last devlog before shipping the project for the second time.

Since last time I’ve done some touch ups like

  • Making some art for the game like the lock so that people understand that it’s locked behind the completion of day 2
  • Changing the “¥” symbol with a custom made icon
  • Adding the description to the Items in the shop ecc.
  • fixed a bug where the fade in and out effect for starting a new shift would be way too long
  • fixed all the minor bugs that we’re making the playing the uncomfortable
  • had to disable the custom cursor because it would look giant in the actual build of the game

And that should be it, I may have forgot something but please forgive me, I finished my notebook where I would write down all the stuff I did

Thanks everyone for the support, I can’t wait to rebuild the new gameloop

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9h 39m 25s logged

Hey Everyone! you might already hev guessed it, The 10 hour limit is very close so I’m making a devlog.

things done since last one

  • finished making the shift system in it’s entirety(even if it’s still a bit buggy)
  • the shift system also resets the customers position
  • I’m adding a shop for after the shift where you can buy the drinks and upgrades
  • upgrades and drink upgrades have been moved to the shop(I know it’s a drastic decision but I’ll explain why at the end)
  • I made the art for the end of the shift summary, I’m super proud of it it looks way too good
  • I locked the Orange juice behind the completition of day 2
  • made the start new shift system
  • I’ve also fixed some leftover bugs from the time system of the shift system
  • done the fade in fade out effect, that I need to tweeak because in some areas it takes too much time

explanations

I’ve moved the upgrades to the new shop area because after I ship the new version I’ll rework completely the gameplay, if anyone has ever played good pizza, great pizza is going to be familiar with the gameplay, I’ll change the look of it so that you see behing the counter, this is going to make the game way easier to manage and more fun, since this way the customer are going to be a lot easier to implement, and the drink making process is going to be more fun.
Hope you’ll understand my decision, I’ve spoken to my friend that also does game dev and he said it’s a good idea.
Now the gameplay is more boring? sure but in the next ship it’s going to be (hopefully) a completely different game

P.S. the videos aren’t everything I added.

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9h 29m 43s logged

Hey everybody, Sorry if I again went on radio silence but I was partecipating in the brackey game jam 2026.2 with jame gam.

Anyways as always I’m being forced to post because of the 10 hour limit so some things are WIP

what I’ve done

  • I’ve read the feedback from the ship and a lot of people wanted a tutorial at the start, for now I can’t do that since the game is still in rough shape, but I added a tooltip so that people hopefully understand better how to play

  • Now I’ve got some bad news, in this version I won’t be able to add the custom music changer I talked about in the last devlog, simply because it’s very hard and I couldn’t find any useful tutorials, hopefully in the next version I’ll be able to add it, I’ve like spent 3 hours searching ways to do it but I can’t figure it out

  • I’m adding a shift system where you complete the day and it gives you all the statistics of the day, and maybe I’ll re-work the upgrade feature so that you can upgrade only after the shift ends and maybe add something like rush hour at certain hours, but to do that I’ll need to rework hoe the customers work

thanks for the feedback

I want to say thank you to all the people that gave feedback to the game I’ll try implementing your feedback, and also thanks for all the comoliments for the game I appreciate it very much

Now I’m going back to work see you in the next devlog

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2h 13m 43s logged

After the last devlog I’ve finished the new drink feature and done some other things, so here’s what Changed:

  • I’ve finished the New drink feature and implemented it with the game
  • I’ve finished the menu where you have to purchase the drinks before having the option to make them, when I’ll add new drinks I’ll put having purchased the previous drink as a requirement to unlock the next one
  • I’ve added a custom cursor
  • I’ve solved the bug where when you dragged an object the object would’nt follow the cursor exactly and would just fly forward, turns out the canvas that was being used was changing into the wrong one since it was manually put in, I’ve changed it to automatically assign the canvas
  • now at the start the kitchen is empty and by purchasing the coffe drink that makes appear the utensils to make coffe

Now the next thing to implement is more SFX and other kinds of tracks, I’ll be adding something cool to change the music that’s playing and give the option to import songs to play, this will be the next feature along with some UI improvements like some animations for the menus.
I won’t tell yet what the thing to change the music is, because first I want to see if it’s doable

Anyways I wont’t be able to work on the game for a few days, because I’ll be away from home and won’t have internet access, but I’ll be doing some redesigns of the game art on my sketchbook during the time being and also researching if the feature can be done.

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8h 54m 40s logged

I’m being forced to post because of the 10h limit this is still work in progress

For now since the last post I’ve done:

  • The new drink with all the filling and serving functions
  • Added the new drink as a possible order for the customer
  • added a menu where you purchase the new drinks
  • added a dropdown to select the drink you want to make

As I expected adding the new features with the core game logic already done is much easier, I stilll run into bugs but I fix them way more easily, after finishing implementing the drink feature I think I’ll improve the UI, but after that I have to decide on what to do since I do have an idea but I don’t know how long it will take to add and if it’s even worth it, anyway I’ll go back to finishing the new feature

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Ship #1

I made a cozy game where you manage a coffe shop in the forest.

The most challenging part of making the game was the coffe making mechanic and everything related to it, because there was a lot of problems and there weren’t many tutorials that were useful, so I had to think of ideas and re-think those ideas when they didn’t work.

The thing I’m the most proud of is the game art since I’m not the best at drawing, and I think it turned out really well, but the main menu Background is my favourite that I made.
This game is a demo and has a really short gameplay(10 min), for the next version I have a lot of things I want to add they’re all written in my notebook, and since the core mechanics are already made adding new features is gonna be easier.

The project can be both played in browser on itch.io and be downloaded on itch.io(the instructions on how to install are both on itch and the github readme).
Since the controls are mouse and click it can be kinda played on mobile, just that the resolution isn’t made for mobile, but it’s playable

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4h 38m 25s logged

Hey everyone this is the last devlog of the demo for cozy cafe because the demo version is finished.

The last things that I’ve done before finishing it were:
-solving some leftover minor bugs
-Fixed the random customer skin change because the one customer would have the same skin as the other customer
-I’ve made the main menu for the game
-I’ve added music to the game
-I’ve adde an SFX for when the customers pay

For the next version of the game I’ve got a lot of ideas wrote in my notebook, and since the core logic of the game has already been made, these additions should be easy to add, since most of them are visual changes and adding features to already existing mechanics

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9h 51m 31s logged

Hi everyone, sorry for the radio silence but I was perticipating in the GMTK2026.
I’m being forced to post because of the 10h limit, I’ve done a lot of things since the last devlog.
I’ve:
-Done the core game mechanic of preparing the coffes
-Done a LOT of game art, I think I finished all the art for now
-I fixed the leftover bugs, now the current version is bug free (I think), they were a lot and many were time consuming
-I implemented a random skin change for the customer so that the customer doesn’t feel repetitive
I know I’ve said I’ve done a lot of things, but the great majority of the things done were bug fixes and it would take a lot to list them all

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9h 41m 44s logged

In the last few days I focused on Adding one of the core features of the game and also solving problems about UI and code not collaborating:
-I added the new feature that I’ll be expanding in the next few days, for now you prepare the coffes by clicking the button then take the coffes and drag them with the mouse to the white square that sends them to the shelf and increases the counter, by using the third upgrade you can increase the amount of coffes you can make and have on the shelf at the same time, in the next days I’ll be focusing on making art for the game
-I drew and added the new coffe shop art
-I added a drag&drop system for the kitchen panel
-Added the third upgrade with it’s related info, and added real time upgrade prices in the info panel
-While making the kitchen panel feature I ran in a logic problem that afer a lot of hours spent trying many ways to fix it, I had to ask claude to help me fix it, the AI actually came up with a genius solution to the problem since my logic for the bool variable was a total mess that I don’t even know how it got so messy
-I fixed a bug where if both customers where near the shop you could only serve the one on the right, it was a simple fix, the two canvas where only overlapping eachother
-I had to give up the idea of the coffes directly moving on the shelf after preparing them because of transform issues, and use a coffe counter that’s displayed on the shelf, however I like how it turned out
-I changed the font to one that Augie from jame gam made, I think it turned out great
-It might look like I didn’t do much for having 9h for this devlog, but I swear the problems where mainly caused by addding the new features because the UI just wouldn’t collaborate I geniuenely spent half of the logged time triying to make it work,in the end I asked claude for help and he came up with a genius solution(in my opinion).
As I said earlier, I also spent a lot of time triying to make the phisical coffes appear on the shelf but I think the solution i found withe the counetr is better.

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2h 32m 8s logged

Hi everyone, Today I again focused on the UI:
-I gave text to the upgrade buttons by giving information on what levek they where, I also made (in my opinion) a pretty good sistem for changingthe level etxt as you upgarde
-I added a button that gives information about what each upgrade does, in the future I want show the information by just hovering over the upgrade button
-I implemented a feature that my friend suggested, when customers are leaving, above their heads gets displayed how much they’ve payed, this feature wasn’t too easy to program, because I again had to find a way for the game to know when the customer was leaving, but I always haev fun programming these things because I learn a lot of ways, like the fact that if you use a while() loop in the update function, when you press play unity freezes, anyway that wasn’t the real issue, the real issue is that while wanting to delete a gameobject taht I didn’t need, I accidentally deleted the SCRIPTS FOLDER, I panicked when I saw the message and I clicked “cancel” but it was too late, after failing at trying to save the files that I had in VS code, I was about to go retrieve my github code and lose hours of todays progress + hours setting up again the scripts, but then I remembered that if you delete something in unity on windows, the thing doesn’t get totally deleted but goes to the trash bin, so I went to the trash bin with hope and succeded, I restored the folder and magically in unity everything went back to it’s original position, I think I lost 10 years of life by this problem
-On the good side I found a super cool font made by Augie from hackclub, she’s the one that runs tha jame gam on slack

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2h 44m 35s logged

Today i focused on improving the games UI:
-I fixed the problem of the ballon by using a UI image and changing it’s sprite(before i has the ballon sprite like a normal game object, to be honest it didn’t take as much as I thought it would to fix this)
-The most time was spent making the second upgrade work, because it was a pain understanding the logic to implement the upgrade, wich shortens the time of customers arriving, but it was actually very fun implementig this upgrade bevause I had to think of workarounds around the problems that were coming up
-quick side note: in the first devlog i was saying how cool it was VS code autocompletition, quick update it’s starting to piss me off because it’s suggestions aren’t very helpful when i’m implementing totally new features
-I added a pause button, wich wasn’t really simple but it’s because I kept getting distracted when setting it up in the UI
-added a window that opens and shows a red panel, tomorrow I’ll tell what’s it for
-lastly I sent my friend a quick demo to playtest so he can give me some ideas, best decison ever, he gave me some amazing suggestions and gave me inspiration for some other ideas, I did it because I didn’t know what else to add, I hope tomorrow I’ll be able to add some of the ideas

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3h 40m 22s logged

Today I:
-added UI that displays the amount of money you have
-Added a very simple ballon that displays a button wich makes you serve the customer
-Added one upgrade that increases the money you get from selling, when adding this the panel behind the button kept disappearing when serving the customers, and then I freaked out because the customers weren’t moving after the order, i spent something like 45-50 minutes trying to understand why, in the end somehow the panel of the upgrade somehow ended up in the gamemanagers code, where it should have been the customers ballon panel
-added a limit to the amount you could upgrade the shop
-then I spent like 30 minutes trying to make a second customer, using the same script as the first one, in the and I made a new script because the previous script was connected to the other scripts and it would have taken too long to do rather than a new script(wich still took long to setup with the other logic in the game), but in the future I hope to find a way to optimize creating new customers by making it easier
-after like an hour of me starting todays work when setting up the ballons and trying them by running some playtests, I ran into the most timewasting problem I’ve encountered for now, wich was so stupid but at the same time so frustrating, during the playtests when changing the game window size evrything going out of place especially the buttons and the ballon, I spent most of the time trying what was the problem then I realized that I didn’t change the canvas scale mode to “scale eith screen size”, it doesn’t need to eb said that I felt very dumb after that(I still don’t know why but the ballon + the button still give me problems)
-in the next devlog I hope to: fix the ballon problem and to improve it, complete the upgrade list by adding at least 2/3 upgrades

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2h 8m 15s logged

-Did basic customer logic
-Spent 30 minutes trying to understand why the collision trigger didn’t work, discovered that i also needed at least 1 rigidbody 2D
-Discovered better ways to exchange data between scripts
-Was surprised about how accurate is Visual Studio code auto completition
-Unfortunately I only did only the customer basic logic(very basic) because of the time it took to fix all the errors and functions
-Next devlog I hope to add a UI that displays Data and implement the game loop by adding upgrades

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